BlizzCon 2013: The new level 100 talents for all classes and specs

Players are getting some peeks at the new level 100 talents at BlizzCon, and Perculia from Wowhead and our own Olivia scrambled to write them down for us. Unfortunately, they weren't allowed to take pictures, but to the best of our knowledge these are all the level 100 talents in their present form.

As with all early glimpses at content, keep in mind that many of these will probably change by the time the beta hits, and the numbers are likely to be tinkered with as well.

Death Knight

Necrotic Plague: Passive. A powerful disease that deals 100 damage per stack every 3 seconds for 30 seconds. Each time it deals damage, it gains one stack and jumps to another nearby enemy if possible. Cannot be spread by Pestilence. Replaces Blood Plague.

Defile: 1 Unholy. 30-yard range. Instant. Defiles the ground targeted by the death knight, causing 100 Shadow damage every 1 second for 10 seconds. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of three times per second. Replaces Death and Decay.

Breath of Sindragosa: 15 Runic Power, plus 15 per second. Instant. 1-minute cooldown. Continuously deals 2,000 Shadowfrost damage every 1 second to enemies in a cone in front of you. This effect lasts until canceled or Runic Power is exhausted.

Focusing Crystal: 40-yard range. Instant. Conjures a focusing crystal at the target location, which is attackable by only the mage. The crystal will absorb the power of all damage dealt to it. After 10 seconds, it will release bursts of energy, dealing damage equal to 130% of the damage it took, split between all enemies within 8 yards, over 6 seconds.

Fire -- Meteor: Instant. 40-yard range. 45-second cooldown. Calls down a meteor which lands at the target location after three seconds, dealing 10,000 fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional 2,000 fire damage over 10 seconds to enemies within the area.

Frost -- Comet Storm: Instant. 40-yard range. 30-second cooldown. Calls down a series of 7 icy comets on and around the target, each of which does 2,000 damage, split between all enemies within 5 yards of its impact point.

Monk

Vital Convictions

Brewmaster -- Soul Dance: Passive. You are not (question: Typo? Maybe now?) able to shrug off even spells, such that 30% of your normal Stagger amount works against magic damage.

Windwalker -- Hurricane Strike: 15-yard range. 45-second cooldown. Instant. Unleash a rapid series of kicks, dashing between nearby targets, dealing 14,000 damage over 3 seconds. While kicking, you are immune to all damage and effects.

Chi Explosion: 1 Chi. 40-yard range. Instant. Consumes up to four Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed:

Brewmaster: 1+ Chi: Deals 2,500 nature damage to an enemy. 2+ Chi: You also gain Shuffle for 6 seconds. 3+ Chi: Also purifies all of your staggered damage. 4 Chi: The damage also hits all enemies within 8 yards of the target.

Mistweaver: 1+ Chi: Heals an ally for 2,500. 2+ Chi: This healing also heals all allies within 8 yards of the target. 3+ Chi: Also summons 8 Healing Spheres in an 8-yard radius ring around the target. 4 Chi: Healed allies are also healed for an additional 800 over 6 seconds.

Windwalker: 1+ Chi: Deals 2,500 nature damage to an enemy. 2+ Chi: Damaged enemies also take an additional 1,500 Nature damage over 6 seconds. 3+ Chi: Also generates a charge of Tigereye brew. 4 Chi: The damage also hits all enemies within 8 yards of the target.

Serene Mists

Brewmaster and Windwalker -- Chi Serenity: 1.5 minute cooldown. Instant. You enter a state of mental and physical serenity for 10 seconds. While in this state, all Chi Consumptions are instantly refilled.

Mistweaver -- Soothing Tendrils: Passive. Your Soothing Mist now also chains to up to an additional two allies within 15 yards of the last ally, and has a 50% higher chance to generate Chi.

Paladin

The Light Within

Holy -- Bastions of Light: Passive. Beacon of Light can now be placed on up to two targets.

Seal of Faith: 623 mana. Instant. Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.

Holy: While Seal of Faith is active, all damage dealt is increased by 30%.

Protection and Retribution: While Seal of Faith is active, all damage dealt is decreased by 30%.

Divine Conviction

Holy -- Saved by the Light: Passive. When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 seconds. You cannot shield the same person this way twice within 60 seconds.

Holy -- Clarity of Purpose: 1,000 mana. 40-yard range. 2.5-second cast. Heals allies within 10 yards of the target for 5,000, split such that more injured targets will receive a larger portion of the healing.

Master the Basics: Passive. When you critically strike with an autoattack, you gain an additional combo point on your target.

Shadow Reflection: 20-yard range. Instant. 2-minute cooldown. Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 seconds. After this time, it will mimic the memorized abilities on its target over the next 8 seconds.

Death From Above: 50 energy. Instant. 20-second cooldown. Finishing move that consumes combo points on the target to empower your weapons with Shadow energy and perform a devastating two-part attack. You whirl around, dealing Shadow damage to all enemies within 8 yards, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage.

1 point: 400 area damage + 1,000 target damage.

2 points: 800 area damage + 2,000 target damage.

3 points: 1,200 area damage + 3,000 target damage.

4 points: 1,600 area damage + 4,000 target damage.

5 points: 2,000 area damage + 5,000 target damage.

Shaman

Rainstorm

Elemental and Enhancement -- Storm Armor: While your Lightning Shield is active, lightning will strike a random enemy within 40 yards that you are in combat with every 3.00 seconds for 2,000 Nature damage.

Restoration -- Condensation Totem: 100 mana. Instant. Summons a Water Totem with 5 health at the feet of the caster for 1 minute that collects 25% of all overhealing and grants it to the shaman as spell power toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.

Storm Elemental Totem: 1,022 mana. 5-minute cooldown. Instant. Summons an Air Totem with 6,000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind on the caster's enemies. Each gust of wind does damage to the enemy and then heals all allies within 15 yards for 100% of the damage dealt, split evently. Lasts until canceled.

Reach of the Elements

Elemental and Enhancement -- Spew Lava: 40-yard range. Instant. 45-second cooldown. Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at a random enemy within 40 yards every 1.00 second for 15 seconds. Each glob of lava deals 2,000 Fire damage to all enemies within 8 yards.